C#openGL画圆柱面
时间: 2023-07-12 15:04:37 浏览: 97
OpenGL绘制圆柱
以下是使用C#和OpenGL绘制圆柱体的示例代码:
```csharp
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using Tao.OpenGl;
using Tao.Platform.Windows;
namespace OpenGLTutorial1
{
class Program
{
static void Main(string[] args)
{
SimpleOpenGlControl control = new SimpleOpenGlControl();
control.Dock = DockStyle.Fill;
Form form = new Form();
form.Controls.Add(control);
form.WindowState = FormWindowState.Maximized;
form.Load += Form_Load;
Application.Run(form);
}
private static void Form_Load(object sender, EventArgs e)
{
SimpleOpenGlControl control = sender as SimpleOpenGlControl;
if (control != null)
{
control.InitializeContexts();
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(45, control.Width / control.Height, 0.1, 100);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0, 0, -5);
Gl.glEnable(Gl.GL_DEPTH_TEST);
DrawCylinder(1, 1, 2, 30, 30);
control.Invalidate();
}
}
private static void DrawCylinder(double radiusTop, double radiusBottom, double height, int slices, int stacks)
{
double x, y, z;
double sliceStep = 2.0 * Math.PI / slices;
double stackStep = height / stacks;
double radiusStep = (radiusBottom - radiusTop) / stacks;
double angle;
for (int i = 0; i < stacks; ++i)
{
double radius = radiusTop + i * radiusStep;
double z0 = i * stackStep;
double z1 = (i + 1) * stackStep;
Gl.glBegin(Gl.GL_QUAD_STRIP);
for (int j = 0; j <= slices; ++j)
{
angle = j * sliceStep;
x = radius * Math.Cos(angle);
y = radius * Math.Sin(angle);
z = z0;
Gl.glVertex3d(x, y, z);
x = (radius + radiusStep) * Math.Cos(angle);
y = (radius + radiusStep) * Math.Sin(angle);
z = z1;
Gl.glVertex3d(x, y, z);
}
Gl.glEnd();
}
Gl.glBegin(Gl.GL_TRIANGLE_FAN);
Gl.glNormal3d(0, 0, -1);
Gl.glVertex3d(0, 0, 0);
for (int i = 0; i <= slices; ++i)
{
angle = i * sliceStep;
x = radiusTop * Math.Cos(angle);
y = radiusTop * Math.Sin(angle);
z = 0;
Gl.glVertex3d(x, y, z);
}
Gl.glEnd();
Gl.glBegin(Gl.GL_TRIANGLE_FAN);
Gl.glNormal3d(0, 0, 1);
Gl.glVertex3d(0, 0, height);
for (int i = slices; i >= 0; --i)
{
angle = i * sliceStep;
x = radiusBottom * Math.Cos(angle);
y = radiusBottom * Math.Sin(angle);
z = height;
Gl.glVertex3d(x, y, z);
}
Gl.glEnd();
}
}
}
```
在这个示例中,我们使用了Tao Framework来调用OpenGL库。在`Form_Load`方法中,我们首先初始化OpenGL的投影矩阵和模型视图矩阵,然后启用深度测试。最后,我们调用`DrawCylinder`方法来绘制圆柱体。
在`DrawCylinder`方法中,我们使用了四边形条带来绘制圆柱体的侧面,三角形扇形来绘制顶面和底面。我们通过循环计算每个四边形条带的顶点坐标,并调用`Gl.glVertex3d`方法来绘制它们。在绘制顶面和底面时,我们使用了三角形扇形,其中心点是圆柱体的中心点,顶点是圆柱体底面和顶面的边缘点。
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